VR Hand Animation in UE5 & UE4.27 | Tutorial Part 2 | Object Specific Grip States for VR Weapons

VR Hand Animation in UE5 & UE4.27 | Tutorial Part 2 | Object Specific Grip States for VR Weapons

Quinn Kuslich

2 года назад

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Jon Barrett
Jon Barrett - 11.11.2023 05:54

get hand from motion source is not an option for me

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Kalika Kalandjai - Amerikai és Nemzeti Parkok
Kalika Kalandjai - Amerikai és Nemzeti Parkok - 11.10.2023 02:56

Great tutorial, 23 min but prepare it will take 1-2 hours min to complete. Also the "Get Hand for Motion Source" node is missing - couldn't find a workaround yet. Maybe the Get Grab Component Near Motion Controller?

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DarthTater
DarthTater - 21.08.2023 00:13

I know you're prob busy but my dude I need your help!

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DarthTater
DarthTater - 20.08.2023 04:50

yo question why cant i fine the macro gethandfrommotionsource?

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Pure blood games
Pure blood games - 15.06.2023 22:34

Would this tut work on a full body mesh?

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Motion Graphic
Motion Graphic - 28.05.2023 14:10

why i cannot import hand animation. animation length 4.958it's not compitabll with import frame rate 30 fra
me per seconf

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Mickael Schaack
Mickael Schaack - 25.03.2023 21:34

too hard

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ahmdshbz
ahmdshbz - 24.02.2023 02:55

Amazing video. I hope you continue to make more videos similar to this. I would like to see two hand grabbing an assault rifle/shotgun in VR. Thanks.

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Ethan Bergendahl
Ethan Bergendahl - 08.02.2023 13:33

Perhaps this is a silly question, but what do you do with the blendspaces once you add new weapons? Say you have multiple different melee weapons or guns, do you create new blendspaces, or add onto the already created one? Great video btw, lots of fun to watch and follow!

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Bad Request
Bad Request - 21.01.2023 13:31

Tip to anyone having issues with grab component rotation: in the object bp (knife or gun) add an arrow component attached to the grab component with 0,0,0 rotation and location. this way when you move the grab component you know where it is and which way it's pointing. same goes for muzzle. much easier to set up

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Cronogeo
Cronogeo - 17.01.2023 19:47

Hey i've a small problem with the gun, i can shoot with the left hand but the right hand does nothing. I mean i can grab the gun, but it wont shoot

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Truix Beams
Truix Beams - 14.12.2022 23:45

My n and shift n doesn't work, it hasn't worked for me on ue4 either

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Ryan Blocker
Ryan Blocker - 11.11.2022 00:58

Hey great tutorial! I seem to be having som trouble with my right hand gun snap point. On the left hand it snaps exactly to where I put it on the skeleton however on the right hand it is shift back a little and doesnt even seem to be playing the gun animation

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Saniya Salim
Saniya Salim - 01.11.2022 11:46

Everything works perfectly fine, but when i grab either the gun or knife and try to move forward using locomotion, it reverses my movement. So I am moving backwards whenever i am holding the objects. Someone please help.

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Clint Chang
Clint Chang - 13.10.2022 17:28

In the GrabComponent why is it necessary to provide code for both L and R hands? Isn't the GrabComponent generic so it's already called specifically per hand/controller? Looking through the GrabComponent code I don't see it referencing Left/Right in other places... so i'm curious why we need that specificity. Thanks!

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Todd King
Todd King - 21.09.2022 02:17

Having some sort of collision issue where it seems my VRPawn is colliding with the weapons and sends them flying, any suggestions?

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Ruben ten Hove
Ruben ten Hove - 14.09.2022 18:49

First of all many thanks for the vid Quinn! Great job!

For people that still have issues with the rotation of the gun (in the left hand), the following fixed it for me:

I exported the skeletal mesh of the gun as .fbx (right click on the skeletal mesh in the content browser -> Asset Actions -> Export), changed the name of the .fbx file and dragged it into UE5 again. You'll get an FBX import settings window where you can change the import rotation. My skeletal mesh had to be rotated by -90 degrees on the Z-axis, but you might want to try and see what it should be for your mesh.

After importing the 'new' skeletal mesh you might have to re-apply the material which can be done within the skeletal mesh under Asset Details. You can leave all blueprints the way as Quinn showed in the video, but don't forget to change the rotation of the Pistol_Socket on the hand and the Muzzle location and rotation within the pistol blueprint.

Hope this helps!

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Jean Mouyade
Jean Mouyade - 12.09.2022 13:05

Great content !

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exess
exess - 24.08.2022 19:57

do i have to use this gun for the hands to work or can i use any gun

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terrablader
terrablader - 24.08.2022 19:05

this is great would you have a 5.03 project file could donate

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Simon Todd-Wood
Simon Todd-Wood - 16.08.2022 13:57

Great second video I have it all working just have a problem on the last part.

So this is just after I have set up the 1D Blend Space, I have set the correct anims up but when I grab either of the objects , knife or gun my hands do not go into the correct anims. If i pick up any of these objects my hands go into a pointing pose and not sure where to look at changing this. Any help would be grateful.

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Kevin Winghart
Kevin Winghart - 16.07.2022 00:31

The weapon on my left hand is in the wrong direction, can someone help me?=^^

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Brycen Rushing
Brycen Rushing - 09.07.2022 23:26

Great Tutorial! Idea for a future tutorial could be teaching how to add hand states from here for different items / interaction types. I think I know how to do it based off of this but I am sure it would be appreciated either way

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Ross Edwards
Ross Edwards - 08.07.2022 01:02

great video, love the speed of it, not a wasted second

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KJ Savinelli
KJ Savinelli - 22.06.2022 23:41

Great tutorial! I'm having an issue with the animation logic for pickup actors part. My gun and knife animations are snapping to the socket, but I'm not getting the gun and knife animations specifically (it's like I didn't do the BS_ObjectAnim at all). I've been over the tutorial a few times, and I'm not sure what I did differently or what could be going wrong. Any thoughts?

Edit: It's actually working for the left hand but not the right hand, so that's a clue.

Edit: Figured it out! My event graph blueprint was messed up for the right hand.

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Miká Müller
Miká Müller - 01.06.2022 13:58

Thank you for that help, you make dreams come true!

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Stewart Wood
Stewart Wood - 20.05.2022 07:40

Onto the second of these tutorials, very impressed with the detail and more so the pace that you deliver. It's fast and focused meaning I am pausing every 5 seconds to apply the steps but the absence of banter, side tracking, mansplaining (can a guy use that term?) and attention to detail is the best I have seen. And free! Legend. Liked and Subscribed : )

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Damian Seals
Damian Seals - 19.05.2022 03:59

Love the video but like many others here in the comment section I am having the backwards problem with the left hand when holding both the knife and the gun. I read through the comments and have attempted the suggestion of multiplying the rotation by a vector and it does not work properly. The knife actually can be grabbed in a couple different ways, whereas my right hand only grabs it my specified way.

If it helps, I multiplied by a vector by plugging the rotator into the Get Right Vector node, multiplying that with a vector, and plugging that return value into a Rotation from X Vector node, which goes back to the Set World Location and Rotation node. I have tried all combinations of negative values

So far the closest I have gotten to actually fixing this is splitting the rotation pins into 3 scalar values and going through and multiplying the appropriate value by -1. This get's it close, but the angle is still off by a few degrees since I had it set for the right hand. I know I could set it somewhere in the middle so it looks half decent for both (rather than really good for the right hand and bad for the left)

I gotta admit I don't see what you did in the video to where you don't have this problem. I followed the tutorial very closely. Thanks again!

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It's Dom
It's Dom - 15.05.2022 21:11

bro everything works but when i pick up my blaster with my right hand it doesnt go on my socket it goes behind me ???

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Alex
Alex - 10.05.2022 16:01

Very well described and explained. Good pace for intermediate people but easily able to be paused for beginners to pause and go over things as needed.

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Stu Pot
Stu Pot - 10.05.2022 13:31

Great Videos, but, when i grab my weapons, they seem to have a rotation offset, and the more i pass it to myself, the rotation changers. The only difference I could see, is in the GrabComponet, Get Socket Rotation, when I connect to Outputs, I get a Get Rotation X Vector applied. Is they right? Any help would be great. Thanks

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Justin
Justin - 02.05.2022 21:22

I seem to have the same issue as another commenter:

"I had a random issue - My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed."

This happens to both the pistol and the knife

I have tried negating the socket X and Y location in the grab component, but to no avail. If you could help me fix this that would be great 👌

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Darren J. Griffiths
Darren J. Griffiths - 02.05.2022 19:13

"Because I'm a nerd" haha... I was nerded out years ago! Thanks again, really helpful.

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Drewdaddy07
Drewdaddy07 - 01.05.2022 07:18

Hello! I just watched you tutorial and got everything working almost to perfection. I have two problems, 1. the knife moves around in the hand when its held and 2. The knife gets flipped upside down when I grab it with me left hand, Any fixes would be awesome, and if this helps im in 4.27.2. Cheers!

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Darwin RO
Darwin RO - 30.04.2022 00:42

kNIFE HOLD animation doesnt work and it hold it like the pistol

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Somethingsomethingdarkside
Somethingsomethingdarkside - 28.04.2022 23:40

can you teach us how to cock a gun, in vr , reload in vr, attach things in vr, do a whole gun system in vr

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Jeremiah Spradlin
Jeremiah Spradlin - 27.04.2022 01:31

Excellent tutorial series... the only thing I am mainly still working through is that the 'blaster' vs. 'default template gun' are 90% rotated in their blueprints. For some reason, I can scale the StaticMeshes (inside the blueprint), but not translate/rotate. (not really part of the tutorial, but was just doing a bit extra to see if I could adjust the template gun to the animated hands, etc.)

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Nik Jeewon
Nik Jeewon - 18.04.2022 21:04

Cheers for the tutorial man! Keep it up.

I had a random issue - I tried applying this to a different pistol mesh and had an issue with attaching to the socket. My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed. Can't seem to see where I've gone wrong, any help would be cool :) cheers

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ArtMellows
ArtMellows - 18.04.2022 06:50

wow! following your vids ...very eXiciting ! so far so great ! :)

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Peter Allely
Peter Allely - 12.04.2022 05:44

These videos, will have 1M+ views in due time. Thanks for sharing your knowledge dude. I'm jumping on Patreon.

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VR 360 AVENTURA
VR 360 AVENTURA - 12.04.2022 00:28

Hello. I think you're doing a good job.
I see you use the same bones as Unreal's hand. Which I like. But, there is a bone "Hand_Low1" is missing and it is not from the Unreal hand.
I have hands designed with the bones of Unreal. Could I use your animations? would they be compatible? (of course I would patreon).
Thank you very much.

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